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Hands-On Game Development with WebAssembly

You're reading from   Hands-On Game Development with WebAssembly Learn WebAssembly C++ programming by building a retro space game

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781838644659
Length 596 pages
Edition 1st Edition
Languages
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Author (1):
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Rick Battagline Rick Battagline
Author Profile Icon Rick Battagline
Rick Battagline
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Table of Contents (18) Chapters Close

Preface 1. Introduction to WebAssembly and Emscripten FREE CHAPTER 2. HTML5 and WebAssembly 3. Introduction to WebGL 4. Sprite Animations in WebAssembly with SDL 5. Keyboard Input 6. Game Objects and the Game Loop 7. Collision Detection 8. Basic Particle System 9. Improved Particle Systems 10. AI and Steering Behaviors 11. Designing a 2D Camera 12. Sound FX 13. Game Physics 14. UI and Mouse Input 15. Shaders and 2D Lighting 16. Debugging and Optimization 17. Other Books You May Enjoy

Summary

In this chapter, we discussed Game AI, what it is, and how it is different than academic AI. We talked about using autonomous agents versus a top-down AI, and the benefits of each AI style, as well as how we can mix the two styles.

I introduced the concept of an FSM and mentioned early uses of FSMs in games such as PAC-MAN, and we explored steering behaviors, and the kinds of steering behaviors we will use to direct the agent in our game. We added asteroids and a star as obstacles to our game and increased the size of our gameplay area. We added new forms of collision detection to allow our AI to determine when it has a line of sight with our player. We also added rectangle collision detection to determine whether there is an obstacle close enough for our AI to use an avoid force. We expanded our Point class to a Vector2D class and added new functionality including projection...

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